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authorDuck912 <350528965+Duck912@users.noreply.github.com>2026-11-03 12:10:30 -0500
committerDuck912 <350528965+Duck912@users.noreply.github.com>2026-11-03 12:33:16 -0500
commit1d4ccdbb0cf01add647247a4ab64b5060b1bb8eb (patch)
treeed865aba1224dbc777fb3720b38bdd2fc79984b2 /src/core/file_sys/sdmc_factory.cpp
parentc91b9a71cc86d99f46d105223584cbe53c21b1cf (diff)
video_core: read the framebuffer before recording the upscaled-output blit
BlitColor(VkImageView, VkImage, ...), which draws FSR 3.1's output into the game's DLSS output, captured the Framebuffer pointer and read its render pass, handle and size on the worker thread. The pointer points into the texture cache's framebuffer slots, which can be reallocated before the worker records the command, so the render pass could begin with a stale or null render pass and framebuffer. FSR 3.1 records quickly enough that this rarely shows; with a slower first evaluation (NVIDIA DLSS creating its feature) it crashed in vkCmdBeginRenderPass at the first evaluation in every run. Read the three values on the calling thread and capture those instead. Nothing else changes. Assisted-by: Claude Opus 5.5 (debugging, implementation) Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
Diffstat (limited to 'src/core/file_sys/sdmc_factory.cpp')
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